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AB Performance Optimization (Part 8)
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@ -23,7 +23,7 @@
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if (!hasInterface) exitWith {};
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if (!GVAR(enabled)) exitWith {};
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// parameterization
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// Parameterization
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private ["_abort", "_AmmoCacheEntry", "_WeaponCacheEntry", "_opticsName", "_opticType", "_bulletTraceVisible", "_temperature", "_barometricPressure", "_bulletMass", "_bulletLength", "_muzzleVelocity", "_muzzleVelocityShift", "_bulletVelocity", "_bulletSpeed", "_bulletLength", "_barrelTwist", "_stabilityFactor"];
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params ["_unit", "_weapon", "", "_mode", "_ammo", "_magazine", "_bullet"];
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@ -74,30 +74,26 @@ _bulletVelocity = velocity _bullet;
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_muzzleVelocity = vectorMagnitude _bulletVelocity;
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if (GVAR(barrelLengthInfluenceEnabled)) then {
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_muzzleVelocityShift = uiNamespace getVariable [format [QGVAR(%1_muzzleVelocityShift),_weapon],nil];
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if (isNil "_muzzleVelocityShift") then {
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_muzzleVelocityShift = [_barrelLength, _muzzleVelocityTable, _barrelLengthTable, _muzzleVelocity] call FUNC(calculateBarrelLengthVelocityShift);
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_barrelVelocityShift = uiNamespace getVariable [format [QGVAR(%1_muzzleVelocityShift),_weapon],nil];
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if (isNil "_barrelVelocityShift") then {
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_barrelVelocityShift = [_barrelLength, _muzzleVelocityTable, _barrelLengthTable, _muzzleVelocity] call FUNC(calculateBarrelLengthVelocityShift);
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uiNamespace setVariable [format [QGVAR(%1_muzzleVelocityShift),_weapon],_muzzleVelocityShift];
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};
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if (_muzzleVelocityShift != 0) then {
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_muzzleVelocity = _muzzleVelocity + _muzzleVelocityShift;
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};
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};
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if (GVAR(ammoTemperatureEnabled)) then {
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_temperature = ((getPosASL _unit) select 2) call EFUNC(weather,calculateTemperatureAtHeight);
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_muzzleVelocityShift = [_ammoTempMuzzleVelocityShifts, _temperature] call FUNC(calculateAmmoTemperatureVelocityShift);
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if (_muzzleVelocityShift != 0) then {
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_muzzleVelocity = _muzzleVelocity + _muzzleVelocityShift;
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};
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_temperatureVelocityShift = ([_ammoTempMuzzleVelocityShifts, _temperature] call FUNC(calculateAmmoTemperatureVelocityShift));
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};
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if (GVAR(ammoTemperatureEnabled) || GVAR(barrelLengthInfluenceEnabled)) then {
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if (_muzzleVelocityShift != 0) then {
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_muzzleVelocity = _muzzleVelocity + (_barrelVelocityShift + _ammoTemperatureVelocityShift);
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_bulletVelocity = _bulletVelocity vectorAdd ((vectorNormalized _bulletVelocity) vectorMultiply (_muzzleVelocityShift));
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_bullet setVelocity _bulletVelocity;
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};
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};
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_bulletTraceVisible = false;
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if (GVAR(bulletTraceEnabled) && cameraView == "GUNNER") then {
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if (currentWeapon ACE_player in ["ACE_Vector", "Binocular", "Rangefinder", "Laserdesignator"]) then {
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